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Ormiz's page
158 posts. Alias of Harakani.
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M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)
If the ride is over, I'd sorta like to know what did happen to the priest.
M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)
M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)
stealth: 1d20 + 10 ⇒ (20) + 10 = 30
Ormiz follows Brack.
yes - decision is good
M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)
Should we wait for initiative, or just go?
M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)
Ormiz raises his other eyebrow and starts reaching into his pockets.
M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)
M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)
OOC I think we should attack them.
IC Ormiz wants to run away - it's worked all his life up to now.
If someone mimes something aggressive he's in though.
Are we far enough from the village combat might not provoke attacks?
M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)
Fair enoguh - didn't think it was set, seems fairly sandboxy :).
Ormiz shrugs at Staryth, then points at Gwen and Vance and raises his left eyebrow.
M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)
Oh come on! Ormiz thinks to himself, watching the Thawn trawling for algae. How many Thawn are there? Maybe we should be recruiting them
Just want to check; we need to get past these Thawn, but without making any noise the village might hear?
Would normal combat be okay if we can stop an outcry?
How close to the trawler-trash Thawn would we have to go to get past them?
Does Ormiz know how smart Thawn are, and what they might speak? Would they be any good to recruit?
M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)
stealth: 1d20 + 10 ⇒ (10) + 10 = 20
Ormiz, drawing upon lessons of stealth learned since he was a child, slips around rocks almost unseen.
M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)
M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)
As soon as Ormiz sees the village he drops to the ground
"Wow! Okay - so, new plan. How good are you lot at sneaking?"
That's a lot of Thawns in one place...
M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)
M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)
"Woah! Man if you ever get tired of this whole misunderstood lone wolf job I know people in the city who'd pay good money for that!"
M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)
"Can we take a few minutes? I just want to brew something up to help me keep going" Ormiz tries not to whine - despite the agony in his leg every time they walk.
M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)
Bought the Defensive Primer (Discussion post #59) in part to get formulae but also to get access to a full spellbook.
As I recall the rules say you can eke about 4 hours per travelling "day" on downtime stuff (like potions and scribing). Does that help?
M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)
so - I'm seeing Ormiz is going to need to do a second level of Alchemist (no justification for wizard yet).
is this okay?
Ormiz
+6 Hp - 5 (d8), 1 favored class
+1 Fort
+1 Reflex
+1 BAB, so +1 to hit and +1 to CMB and CMD.
Skills = 9 pts craft:alchemy, stealth, knowledge:dungeoneering, knowledge:engineering, knowledge:Geography, knowledge:History, knowledge:Nobility, knowledge:Planes, knowledge:Religion.
Extract known = +1 (Cure Light Wounds)
Extract slots = 1 extra level 1
Class abilities =
+Discovery (Explosive Bomb)
+poison resistance +2
+perfect recall: +5 (int) to knowledge checks
M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)
Taking a step backwards and shucking his coat, Ormiz throws a bomb.
attack: 1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21damage: 1d6 + 5 + 5 + 1 ⇒ (1) + 5 + 5 + 1 = 12
Unlike most of his bombs, this one doesn't explode into a fireball. Instead it hits, sticks, then burns with a pure white glare, burning a hole down into the screaming creature till it burns through and drips onto the ground, where it continues to burn into the rock.
M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)
M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)
M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)
Ormiz is caught by surprise as a rock the size of a large cat slams into his thigh, and starts to black out - only to see the mud giants taking advantage of the distraction. Realising he needs something to keep him in the fight he tries to back up a little and slam down an extract Targeted Bomb Admixture.
M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)
"It seems like every time we fight something I end up half dead - but allright." Ormiz shrugs agreement.
M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)
M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)
Ormiz looks over "Dunno. Maybe a dragon?" more interested he continues "Did you work out what the symbols meant?"
yes, Ormiz is trying to get Vance to teach him magic one tiny fact at a time ;P
M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)
sorry about posting as Harakani guys :(
M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)
Ormiz stands taller, the burn scars fading from his skin
"Oh wow - thanks Grim! That's so much better!"
"Hey Vance - you finished with the book yet?"
M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)
"My spells are fine - but I have been burned pretty badly. Wouldn't mind trying to soak myself, but that lake puts me in mind of Shortcut Alley on a rainy night."
He pauses, realising he'd used a local idiom.
"Er - an alley that people who want to get somewhere quickly use, but that sees a lot of muggings when... anyway. Trap."
M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)
"Damn. Not enough stimulant. Okay - back?"
Ormiz stumbles to his feet.
M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)
60ft is further than we went
M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)
Ormiz is light - can someone drag him closer by the rope?
M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)
M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)
Trembling a little Ormiz ties the rope around himself, draws out a small card snuff box and grins shakily
"Alright - appreciate anything anyone's got. Wish me luck!"
Not sure if anyone is going to cast anything, but Ormiz'd wait
Ormiz takes a deep breath through the snuff box and assumes a runner's pose.
Activiating Expeditious Retreat. Movement to 60ft. Can double move 60ft/turn through difficult terrain. Should be 4 rounds. Roll now?
M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)
Ormiz squirms. The little body in his left upper pocket feels heavier than lead.
"No. I'm the logical one. I've got an elementary personal stimulant, I'm the lightest, I'm the most resistant and I know how to run fast." he sighs
"But dragging me back across that field is going to hurt, so if you have to I'm going to need some serious patching up."
M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)
"Hmmm... Potentially you could send some poor bastard out across the field at speed to deliberately trigger..." Ormiz looks around
"Just a theory"
M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)
"Sorry guys, not sure why you're so succeptible" lies Ormiz "Given time I could probably knock up some sort of stimulant to help keep you up."
M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)
Ormiz doesn't have a +2 will...
M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)
Ormiz aims a kick at Criss, then pulls with all his might back the way they came.
hopefully Grimward and Orimz can use their move actions to drag their friends back.
M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)
Sudden clarity comes to Ormiz
They're lightweights. It's some sort of sleep-inducing narcotic. I've carefully 'conditioned' myself, but these guys haven't had any exposure.
M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)
Ok.
and Grimward's heavy load is 200lbs, he can drag about a ton.
Is there rope left in addition to the 15ft between us?
M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)
"Go!" shouts Ormiz, starting to prepare another incendiary and dragging as best he can.
M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)
Don't think I'm cheating... while the spell allows awakening from taking damage, that's a game mechanic manifestation of a real world phenomenon.
M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)
Orimz eyes open wide, and he fumbles at his pouches for something that might help.
no time... no time...
Desperately slapping himself to stay awake he realises about his only possibility is crude, rude and possibly fatal.
Mixing together a much weaker set of reagents than he normally does, Ormiz flings the vial at a bare patch of ground near the slumped pile of bodies.
attack: 1d20 + 2 ⇒ (9) + 2 = 11
A loud crack and a wave of fire sweep over his companions.
1 damage to four squares - does it awaken the sleeping beauties?
M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)
Alright, given the situation Ormiz has to be assuming that he isn't going to be awake next round.
He is not able to get out of the zone (15ft of rope, 30ft to go, can't drag everyone).
I am considering having him try to wake everyone.
The easy way to do that sounds like a minimal bomb blast, aiming at doing 1 splash to as many people as possible, and probably catching Ormiz himself again.
The hope would be that being set on fire would give them the impetus to get up, especially if combined with some kicking and screaming.
is it possible to 'dial down' a bomb blast like this? Can a large number of victi... allies be caught in the radius?
M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)
Okay, Ormis can move 80lbs on a good day, and drag 400lbs absolute max. Unless these guys weight 80lbs apiece he's stuck.
M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)
Don't need intelligence now, need wisdom!
M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)
"Because normally when there's a trail it's because it's the easiest and fastest way."
Ormiz looks at the bones
"Of course that does tend to attract muggers."
M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)
M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)
Ormiz dumps his coat on the shield
"What bugs me is that this is the first day I haven't prep'd a stimulant in weeks."
M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)
wait - do we have 200ft of rope?
M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)
Ormiz stands forward. "I'm in."
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